lol le retard
This commit is contained in:
parent
a7c1b606d3
commit
9dac58f8bd
@ -3,21 +3,23 @@ from ..servers.physics import PhysicsServer
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class CollideRect(Component):
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def __init__(self, parent, rect, static=True, solid=True, cb=None):
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super().__init__(parent)
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def __init__(self, rect, static=True, solid=True, cb=None):
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super().__init__()
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self.rect = rect
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def x_change_cb(x):
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self.rect.x = x
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def y_change_cb(y):
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self.rect.y = y
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parent.subscribe('x', x_change_cb)
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parent.subscribe('y', y_change_cb)
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self.static = static
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self.solid = solid
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self.cb = cb
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self.vx = 0
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self.vy = 0
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def load(self):
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def x_change_cb(x):
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self.rect.x = x
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def y_change_cb(y):
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self.rect.y = y
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self.parent.subscribe('x', x_change_cb)
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self.parent.subscribe('y', y_change_cb)
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def register(self):
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PhysicsServer().register_component(self)
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@ -2,9 +2,12 @@ from abc import abstractmethod
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class Component:
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def __init__(self, parent):
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self.parent = parent
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self.parent.add(self)
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def __init__(self):
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self.parent = None
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@abstractmethod
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def load(self):
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pass
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@abstractmethod
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def register(self):
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@ -3,8 +3,8 @@ from ..servers.graphics import GraphicsServer
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class Sprite(Component):
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def __init__(self, parent, surf, z):
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super().__init__(parent)
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def __init__(self, surf, z):
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super().__init__()
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self.surf = surf
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self.width = self.surf.get_width()
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self.z = z
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@ -1,15 +1,23 @@
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from .observer import Observer
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class Entity(Observer):
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def __init__(self):
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def __init__(self, name):
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super().__init__()
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self._components = []
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self.name = name
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self.scene = None
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self.x = 0
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self.y = 0
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self.script = None
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def load(self):
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pass
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def add(self, component):
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component.parent = self
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component.load()
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self._components.append(component)
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return component
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def register(self):
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for component in self._components:
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@ -8,6 +8,8 @@ from .scene_manager import SceneManager
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class Game:
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cur_tick = 0
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def __init__(self, start_scene):
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self._graphics_server = GraphicsServer()
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self._sound_server = SoundServer()
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@ -26,4 +28,5 @@ class Game:
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self._physics_server.step()
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self._sound_server.step()
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self._graphics_server.step()
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Game.cur_tick += 1
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clock.tick(60)
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@ -2,6 +2,11 @@ class Scene:
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def __init__(self):
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self.entities = {}
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def add(self, entity):
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self.entities[entity.name] = entity
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entity.scene = self
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entity.load()
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def unload(self):
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for entity in self.entities.values():
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entity.unregister()
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@ -34,7 +34,9 @@ class PhysicsServer(Server):
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c = self._check_collide(d)
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if c is not None:
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if c.cb:
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c.cb()
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c.cb(d)
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if d.cb:
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d.cb(c)
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if c.solid:
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d.parent.x -= x_step
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d.vx = 0
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@ -44,7 +46,9 @@ class PhysicsServer(Server):
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c = self._check_collide(d)
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if c is not None:
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if c.cb:
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c.cb()
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c.cb(d)
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if d.cb:
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d.cb(c)
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if c.solid:
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d.parent.y -= y_step
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d.vy = 0
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BIN
res/pacman_1.png
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BIN
res/pacman_1.png
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Binary file not shown.
After Width: | Height: | Size: 9.6 KiB |
BIN
res/pacman_2.png
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BIN
res/pacman_2.png
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Binary file not shown.
After Width: | Height: | Size: 739 B |
0
scenes/__init__.py
Normal file
0
scenes/__init__.py
Normal file
0
scenes/game_objects/__init__.py
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0
scenes/game_objects/__init__.py
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1
scenes/game_objects/common.py
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1
scenes/game_objects/common.py
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@ -0,0 +1 @@
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S = 20
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77
scenes/game_objects/ghost.py
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77
scenes/game_objects/ghost.py
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@ -0,0 +1,77 @@
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from enum import Enum
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from random import random, randint
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from pygame import Surface, draw, Rect, image
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from engine.entity import Entity
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from engine.resources import res
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from engine.components.collide_rect import CollideRect
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from engine.components.sprite import Sprite
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from .common import S
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from .pacdot import PacDot
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class Direction(Enum):
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UP = 1
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DOWN = 2
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LEFT = 3
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RIGHT = 4
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class Ghost(Entity):
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SPEED = 1
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def __init__(self, x, y):
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super().__init__(self.__repr__())
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sprite = Sprite(image.load(res('ghost.png')).convert(), 2)
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self.add(sprite)
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self.phys = CollideRect(Rect(self.x, self.y,
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sprite.width, sprite.width),
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static=False,
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solid=False,
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cb=self.on_col)
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self.add(self.phys)
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self.script = Ghost.script
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self.x = x
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self.y = y
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self.direction = Direction(randint(1, 4))
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def on_col(self, c):
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if isinstance(c.parent, PacDot):
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return
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if c.parent.name == 'pacman':
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print('Perdu !')
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exit(0)
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if self.direction == Direction.UP:
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self.direction = Direction.RIGHT if random() < .5 \
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else Direction.LEFT
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return
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if self.direction == Direction.RIGHT:
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self.direction = Direction.DOWN if random() < .5 \
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else Direction.UP
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return
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if self.direction == Direction.DOWN:
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self.direction = Direction.LEFT if random() < .5 \
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else Direction.RIGHT
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return
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if self.direction == Direction.LEFT:
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self.direction = Direction.UP if random() < .5 \
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else Direction.DOWN
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return
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def script(self):
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if self.direction == Direction.UP:
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self.phys.vy = -Ghost.SPEED
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self.phys.vx = 0
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elif self.direction == Direction.DOWN:
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self.phys.vy = Ghost.SPEED
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self.phys.vx = 0
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elif self.direction == Direction.LEFT:
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self.phys.vx = -Ghost.SPEED
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self.phys.vy = 0
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elif self.direction == Direction.RIGHT:
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self.phys.vx = Ghost.SPEED
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self.phys.vy = 0
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39
scenes/game_objects/level.py
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39
scenes/game_objects/level.py
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@ -0,0 +1,39 @@
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from itertools import product
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from pygame import Surface, Rect, image
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from engine.entity import Entity
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from engine.resources import res
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from engine.servers.graphics import GraphicsServer
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from engine.components.collide_rect import CollideRect
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from engine.components.sprite import Sprite
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from .common import S
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from .pacdot import PacDot
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class Level(Entity):
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def __init__(self, path):
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super().__init__('level')
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self.path = path
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def load(self):
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desc = image.load(res(self.path))
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w, h = desc.get_size()
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GraphicsServer().resize((w * S, h * S))
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self.surf = Surface((w * S, h * S)).convert()
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self.surf.fill((0, 0, 0))
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wall = Surface((S, S)).convert()
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wall.fill((0, 0, 255))
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for x, y in product(range(w), range(h)):
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col = desc.get_at((x, y))
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if col == (0, 0, 255):
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self.add(CollideRect(Rect(x * S, y * S, S, S)))
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self.surf.blit(wall, (x * S, y * S))
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elif col == (139, 139, 139):
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pc = PacDot()
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pc.x = x * S
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pc.y = y * S
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self.scene.add(pc)
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PacDot.tot += 1
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self.add(Sprite(self.surf, 0))
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34
scenes/game_objects/pacdot.py
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34
scenes/game_objects/pacdot.py
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@ -0,0 +1,34 @@
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from pygame import Surface, draw, Rect
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from engine.entity import Entity
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from engine.components.collide_rect import CollideRect
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from engine.components.sprite import Sprite
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from .common import S
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from .pacman import PacMan
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class PacDot(Entity):
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tot = 0
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s = Surface((S, S))
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draw.circle(s, (255, 255, 0), (S//2, S//2), S//4)
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def __init__(self):
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super().__init__(self.__repr__())
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self.add(CollideRect(Rect(0, 0, S, S),
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static=True, solid=False, cb=self.cb))
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self.add(Sprite(PacDot.s, 1))
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self.dead = False
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def cb(self, c):
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if c.parent.name != 'pacman':
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return
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if self.dead:
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return
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self.dead = True
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PacDot.tot -= 1
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if PacDot.tot == 0:
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print('Gagné !')
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exit(0)
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if c.parent.name == 'pacman':
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self.unregister()
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80
scenes/game_objects/pacman.py
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80
scenes/game_objects/pacman.py
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from pygame import Surface, draw, Rect, key, image, transform
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from pygame.locals import K_UP, K_DOWN, K_LEFT, K_RIGHT
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from engine.entity import Entity
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from engine.game import Game
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from engine.resources import res
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from engine.components.collide_rect import CollideRect
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from engine.components.sprite import Sprite
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from .common import S
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class PacMan(Entity):
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SIZE = 1
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SPEED = 2
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def __init__(self, x, y):
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super().__init__('pacman')
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# surf = Surface((S//PacMan.SIZE, S//PacMan.SIZE)).convert()
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# surf.fill((0, 0, 0))
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# draw.circle(surf,
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# (255, 255, 0),
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# (S//(2*PacMan.SIZE), S//(2*PacMan.SIZE)),
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# S//(2*PacMan.SIZE))
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surf_1 = image.load(res('pacman_1.png')).convert()
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surf_2 = image.load(res('pacman_2.png')).convert()
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self.surf = [[transform.rotate(surf_1, 90),
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transform.rotate(surf_1, -90),
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transform.flip(surf_1, True, False),
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surf_1],
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[transform.rotate(surf_2, 90),
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transform.rotate(surf_2, -90),
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transform.flip(surf_2, True, False),
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surf_2]]
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self.cur_anim = 0
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self.sprite = self.add(Sprite(self.surf[self.cur_anim][0], 2))
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self.phys = self.add(
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CollideRect(Rect(self.x, self.y,
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self.sprite.width, self.sprite.width),
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static=False))
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self.script = PacMan.update
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self.x = x
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self.y = y
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def update(self):
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p = self.phys
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s = self.sprite
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# Avance l’animation
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if Game.cur_tick % 5 == 0:
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self.cur_anim += 1
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self.cur_anim %= 2
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# Nouvelle sprite
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if p.vy < 0:
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s.surf = self.surf[self.cur_anim][0]
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elif p.vy > 0:
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s.surf = self.surf[self.cur_anim][1]
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elif p.vx < 0:
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s.surf = self.surf[self.cur_anim][2]
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elif p.vx > 0:
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s.surf = self.surf[self.cur_anim][3]
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inputs = key.get_pressed()
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if PacMan.SIZE > 1:
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p.vx = 0
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p.vy = 0
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if inputs[K_UP]:
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p.vy = -PacMan.SPEED
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if inputs[K_DOWN]:
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p.vy = PacMan.SPEED
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if inputs[K_LEFT]:
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p.vx = -PacMan.SPEED
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if inputs[K_RIGHT]:
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p.vx = PacMan.SPEED
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170
scenes/lvl0.py
170
scenes/lvl0.py
@ -1,169 +1,19 @@
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from engine.resources import res
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from engine.scene import Scene
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from engine.entity import Entity
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from engine.components.sprite import Sprite
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from engine.components.collide_rect import CollideRect
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from engine.servers.graphics import GraphicsServer
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from engine.scene_manager import SceneManager
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from pygame import Rect
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from pygame import image
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from pygame import Surface
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from pygame import draw
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from pygame.locals import *
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from pygame import key
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from itertools import product
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S=20
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entities=[]
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class PacDot(Entity):
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s = Surface((S, S))
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draw.circle(s, (255, 255, 0), (S//2, S//2), S//4)
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def __init__(self):
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super().__init__()
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CollideRect(self, Rect(0, 0, S, S),
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static=True, solid=False, cb=self.cb)
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Sprite(self, PacDot.s, 1)
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def cb(self):
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self.unregister()
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def path(start, tgt, x, y, trace, length):
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if start == tgt:
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return length
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if start is None or trace[y][x]:
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return False
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trace[y][x] = True
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u = path(start.up, tgt, x, y-1, trace, length + 1)
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d = path(start.down, tgt, x, y+1, trace, length + 1)
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l = path(start.left, tgt, x-1, y, trace, length + 1)
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r = path(start.right, tgt, x+1, y, trace, length + 1)
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best = None
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for subpath in (u, d, l, r):
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if subpath and (best is None or subpath < best):
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best = subpath
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return best
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class Node():
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def __init__(self):
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self.up = None
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self.down = None
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self.left = None
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self.right = None
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graph = None
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class Level(Entity):
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def __init__(self, path):
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super().__init__()
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desc = image.load(res(path))
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w, h = desc.get_size()
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GraphicsServer().resize((w * S, h * S))
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# graph = [[None for x in range(w)] for y in range(h)]
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self.surf = Surface((w * S, h * S)).convert()
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self.surf.fill((0, 0, 0))
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wall = Surface((S, S)).convert()
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wall.fill((0, 0, 255))
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for x, y in product(range(w), range(h)):
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col = desc.get_at((x, y))
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if col == (0, 0, 255):
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CollideRect(self, Rect(x * S, y * S, S, S))
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self.surf.blit(wall, (x * S, y * S))
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elif col == (139, 139, 139):
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pc = PacDot()
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pc.x = x * S
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pc.y = y * S
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entities.append(pc)
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# elif col == (0, 0, 0):
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# graph[y][x] = Node()
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# for y, line in enumerate(graph):
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# for x, node in enumerate(line):
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# if node is None:
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# continue
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# if x > 0:
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# node.left = graph[y][x-1]
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# if x < w:
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# node.right = graph[y][x+1]
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# if y > 0:
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# node.up = graph[y-1][x]
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# if y < h:
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# node.down = graph[y+1][y]
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Sprite(self, self.surf, 0)
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class MovingEntity(Entity):
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def __init__(self, surf):
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super().__init__()
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sprite = Sprite(self, surf, 2)
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self.phys = CollideRect(
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self,
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Rect(self.x, self.y, sprite.width, sprite.width),
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static=False)
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class Ghost(MovingEntity):
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def __init__(self):
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super().__init__(image.load(res('ghost.png')).convert())
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self.script = Ghost.script
|
||||
|
||||
def script(self):
|
||||
# cur_node = graph[self.y//S][self.x//S]
|
||||
pacman = SceneManager().scene.entities['pacman']
|
||||
# pacman_node = graph[pacman.y//S][pacman.x//S]
|
||||
x_dist = pacman.x - self.x
|
||||
y_dist = pacman.y - self.y
|
||||
s = 1
|
||||
self.phys.vx = s if x_dist > 0 else -s
|
||||
self.phys.vy = s if y_dist > 0 else -s
|
||||
from .game_objects.common import S
|
||||
from .game_objects.level import Level
|
||||
from .game_objects.pacman import PacMan
|
||||
from .game_objects.ghost import Ghost
|
||||
|
||||
|
||||
class Lvl0(Scene):
|
||||
def load(self):
|
||||
T = 1
|
||||
v = 2
|
||||
|
||||
pac_surf = Surface((S//T, S//T)).convert()
|
||||
pac_surf.fill((0, 0, 0))
|
||||
draw.circle(pac_surf, (255, 255, 0), (S//(2*T), S//(2*T)), S//(2*T))
|
||||
pacman = MovingEntity(pac_surf)
|
||||
def pacman_script(entity):
|
||||
p = pacman.phys
|
||||
inputs = key.get_pressed()
|
||||
if T > 1:
|
||||
p.vx = 0
|
||||
p.vy = 0
|
||||
if inputs[K_UP]:
|
||||
p.vy = -v
|
||||
if inputs[K_DOWN]:
|
||||
p.vy = v
|
||||
if inputs[K_LEFT]:
|
||||
p.vx = -v
|
||||
if inputs[K_RIGHT]:
|
||||
p.vx = v
|
||||
pacman.script = pacman_script
|
||||
pacman.x = pacman.phys.rect.x = S*1
|
||||
pacman.y = pacman.phys.rect.y = S*1
|
||||
|
||||
pacman.phys.rect.w = S//T
|
||||
pacman.phys.rect.h = S//T
|
||||
|
||||
self.entities['level'] = Level('lvl0.png')
|
||||
for i, entity in enumerate(entities):
|
||||
self.entities[f'pacdot-{i}'] = entity
|
||||
self.entities['pacman'] = pacman
|
||||
self.entities['ghost'] = Ghost()
|
||||
self.entities['ghost'].x = S*6
|
||||
self.entities['ghost'].y = S*2
|
||||
|
||||
self.add(Level('lvl0.png'))
|
||||
self.add(PacMan(S, S))
|
||||
self.add(Ghost(S*6, S*2))
|
||||
self.add(Ghost(S*6, S*13))
|
||||
self.add(Ghost(S*18, S*13))
|
||||
self.add(Ghost(S*8, S*23))
|
||||
super().load()
|
||||
|
||||
|
||||
|
Reference in New Issue
Block a user